ISSN: 2226-6348
Open access
In this 21st century, the use of educational technology has been evolved and civilizing the educational sector. Hence, the Malaysia Ministry of Education (MoE) has been revamped educational curriculum in order to enrich and incorporate information communications and technology (ICT). When integrating ICT into teaching and learning sessions, proved through some educational technology research, it has shown an improvement in the motivation and engagement of students. Furthermore, the full extent capability of educational technology could not be optimized since integrating ICT in education blended with several problems such as misconception about technology use in teaching and learning amongst the teachers, difficulty in accessing to the technology itself and disengagement of students in the classroom during learning sessions. As an alternative to overcome difficulties integrating ICT in education, by integrating games and technology in education has produced offshoots such as game-based learning, serious games and more recently gamification. Gamification refers to the presence of gameful experience to existing systems (example: education) as opposed to creating entirely new or full-fledged games. Gamification paves the way for easier implementation as a tool in motivating and engaging school students. Therefore this paper will discuss the role of FrogPlay as gamification tool in motivating and engaging school students; based on analyses review of several kinds of literature.
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In-Text Citation: (Hanafiah & Teh, 2019)
To Cite this Article: Hanafiah, S. H. bin M., & Teh, K. S. bin M. (2019). FrogPlay as Gamification Tool in Motivating and Engaging School Students: An Analyses Review. International Journal of Academic Research in Progressive Education and Development, 8(2), 168–175.
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